using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Text.Json;
using System.Text.Json.Serialization;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Physics;
///
/// A6.P3 issue #98 (2026-05-23 evening v2) — JSON-serializable snapshot of
/// a single instance, capturing the polygons
/// the engine actually queries during collision. Parallel to
/// but for GfxObj-owned geometry (landblock-baked
/// statics like the cottage building 0x01000A2B in this investigation).
///
///
/// Polygons are captured in OBJECT-LOCAL frame — the same frame the
/// engine uses at collision time after applying the ShadowEntry's
/// world transform. The harness loads the dump, attaches a synthetic
/// single-leaf BSP, and registers the GfxObj at the appropriate world
/// transform via the test's ShadowObjects.Register call.
///
///
///
/// What's intentionally NOT captured: the raw DAT
/// PhysicsBSPTree (the dump's consumer wraps polygons in a
/// single-leaf BSP), the original PhysicsPolygons + raw
/// VertexArray dicts (the engine uses
/// during collision; the raw dicts are placeholders post-hydrate).
///
///
public sealed record GfxObjDump(
uint GfxObjId,
Vector3Dto BoundingSphereOrigin,
float BoundingSphereRadius,
IReadOnlyList ResolvedPolygons);
public static class GfxObjDumpSerializer
{
private static readonly JsonSerializerOptions WriteOptions = new()
{
WriteIndented = true,
DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingNull,
NumberHandling = JsonNumberHandling.AllowNamedFloatingPointLiterals,
};
private static readonly JsonSerializerOptions ReadOptions = new()
{
NumberHandling = JsonNumberHandling.AllowNamedFloatingPointLiterals,
};
///
/// Snapshot a instance into a
/// JSON-friendly DTO. Polygon vertices
/// stay in object-local frame.
///
public static GfxObjDump Capture(uint gfxObjId, GfxObjPhysics gfx)
{
var resolved = new List(gfx.Resolved.Count);
foreach (var (id, poly) in gfx.Resolved)
{
var verts = new List(poly.Vertices.Length);
foreach (var v in poly.Vertices)
verts.Add(Vector3Dto.From(v));
resolved.Add(new PolygonDump(
Id: id,
NumPoints: poly.NumPoints,
SidesType: (int)poly.SidesType,
Plane: PlaneDto.From(poly.Plane),
Vertices: verts));
}
// Fall back to (0,0,0) + 0 when BoundingSphere is unset — the
// hydrate path recomputes a covering sphere from the polygon
// vertices in that case.
var bsOrigin = gfx.BoundingSphere?.Origin ?? Vector3.Zero;
var bsRadius = gfx.BoundingSphere?.Radius ?? 0f;
return new GfxObjDump(
GfxObjId: gfxObjId,
BoundingSphereOrigin: Vector3Dto.From(bsOrigin),
BoundingSphereRadius: bsRadius,
ResolvedPolygons: resolved);
}
public static void Write(GfxObjDump dump, string filePath)
{
var dir = Path.GetDirectoryName(filePath);
if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
Directory.CreateDirectory(dir);
using var stream = File.Create(filePath);
JsonSerializer.Serialize(stream, dump, WriteOptions);
}
public static GfxObjDump Read(string filePath)
{
using var stream = File.OpenRead(filePath);
var dump = JsonSerializer.Deserialize(stream, ReadOptions);
if (dump is null)
throw new InvalidDataException(
$"GfxObj dump deserialized to null: {filePath}");
return dump;
}
///
/// Re-hydrate a from a
/// . Constructs a synthetic single-leaf
/// referencing every polygon — sufficient
/// for BSPQuery traversal at collision time. PhysicsPolygons and
/// Vertices are placeholders (the engine reads
/// during collision, not the raw dat dicts).
///
public static GfxObjPhysics Hydrate(GfxObjDump dump)
{
var resolved = new Dictionary(
dump.ResolvedPolygons.Count);
foreach (var p in dump.ResolvedPolygons)
{
var verts = new Vector3[p.Vertices.Count];
for (int i = 0; i < verts.Length; i++)
verts[i] = p.Vertices[i].ToVector3();
resolved[p.Id] = new ResolvedPolygon
{
Vertices = verts,
Plane = p.Plane.ToPlane(),
NumPoints = p.NumPoints,
SidesType = (DatReaderWriter.Enums.CullMode)p.SidesType,
Id = p.Id,
};
}
// Bounding sphere: use the captured value, OR fall back to a sphere
// that covers every polygon (computed from the centroid + max
// distance to any vertex).
var bsOrigin = dump.BoundingSphereOrigin.ToVector3();
var bsRadius = dump.BoundingSphereRadius;
if (bsRadius <= 0f && resolved.Count > 0)
{
(bsOrigin, bsRadius) = ComputeCoveringSphere(resolved);
}
var leaf = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere
{
Origin = bsOrigin,
Radius = bsRadius,
},
};
foreach (var id in resolved.Keys)
leaf.Polygons.Add(id);
var bspTree = new PhysicsBSPTree { Root = leaf };
return new GfxObjPhysics
{
BSP = bspTree,
PhysicsPolygons = new Dictionary(),
Vertices = new VertexArray(),
Resolved = resolved,
BoundingSphere = leaf.BoundingSphere,
};
}
private static (Vector3 origin, float radius) ComputeCoveringSphere(
Dictionary resolved)
{
var sum = Vector3.Zero;
int count = 0;
foreach (var poly in resolved.Values)
foreach (var v in poly.Vertices)
{
sum += v;
count++;
}
if (count == 0)
return (Vector3.Zero, 0f);
var centroid = sum / count;
float maxDistSq = 0f;
foreach (var poly in resolved.Values)
foreach (var v in poly.Vertices)
{
float distSq = Vector3.DistanceSquared(centroid, v);
if (distSq > maxDistSq) maxDistSq = distSq;
}
return (centroid, MathF.Sqrt(maxDistSq));
}
}